This script classifies helicopters into three groups and vehicles in the map into two. This package does not require you to apply any code to any units or vehicles in game, instead it applies itself to all vehicles & units at the initialization step of loading the mission. Because it does not require itself to be applied to the units at map initialization you do not need to worry about the use of your vehicle respawn script.

Installation / Usage

Two scripts need to be executed in your mission init.sqf:

[] execVM "scripts\transport\init.sqf";

[] execVM "scripts\player\init.sqf";

If you would like to modify the classifications, review scripts\transport\classify.sqf

Get into a helicopter, hover over a vehicle of the same or lower classification (think size/weight) and you will see an action show up to attach. Once you are attached you will be able to detach that vehicle at your most convenient time. Vehicles are detached automatically when the transporting helicopter takes substantial damage.

Current Classifications:

The mohawk is playing the role the chinook will once we go gold. At which time ill shift the Mohawk down to 3.

The PO-30(What used to be the KA-60) and the KA-50/Rooivalk bastard child are considered class 3.

The Ghost hawk is now a class 2 transport

The MH 9 is still a class 1 transport

Quads, Small boats and submarines are class 1,

Strikers, Offroaders and attack boats are class 2.

Ifrit and Hunters are class 3.

Trucks and APCs are class 4.

Known Issues

Mohawk alignment/positioning is a problem.

Dropping the subs (Yes the subs) causes them to tumble in certain circumstances.

Transported vehicles clip through the world.

Transported vehicles register the speed of the transporting helicopter.

Transported vehicles may be occupied.

Changelog

V 1.4 - Beta Update

- Corrected for entity name changes

- Added new beta vehicles & adjusted positioning

- Created new test map with new vehicles laid out

V 1.3 - MP Release

- Corrected incorrect MP behavior

- Configuration now present in scripts/transport/init.sqf

- To transport only need to be off of the ground, within 20m and the difference in speed between transport and cargo needs to be less than 3kmph

just a little tip, if you can fix the distance way you attach find it hard to attach vehciles can be hovering for a good 5minute..but otherwise a great addition to the game

The attachment is a bit tricky, but done that way for a reason. You are free to modify the script as you see fit, but my unit is a realism group and as such we require the vehicle to be almost directly below the transporting helicopter, capped at 10.0m + 2m of flexibility, for you to not be moving any faster than 1kmph and for the target to be within reasonable bounds (below 0.8 damage). In a future release i will likely toggle some of that off, so instead of transporting vehicles and respawning things, the helicopters will be required to transport the remains of vehicles back to base to "repair" them. Thank you for the input though. If you want I can help you with customizing things to fit your needs better.

nearest object takes a location, a filter on type and a distance to scan, so i take the altitude + a fudge factor and cap it at 12 m. I take the resulting array of elements and return the first element in that listing.

the next release will have this in a configuration step in the initialization.

Share this post

Link to post

Share on other sites

Attaching is the only context where height is tested. You should be able to detach any time you wish. The idea being that if you are transporting into a hot zone or taking fire you can cut it loose. Boats have a pretty crazy visual bug that you should note, but i have dropped an attack boat from 1km in height and it didn't explode. That was pre 0.56 though.